Polaris vs. Ballistic Fighters | Polaris Combat Scenario Practice & Test | Star Citizen 4K
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- Опубліковано 28 лис 2024
- In this video our org is testing a combat scenario with the Polaris: Polaris vs. Light to heavy fighters with ballistic loadouts, our goal is to see how easy it is for those ballistic fighters to strip off the turret guns on the Polaris and then try to board it. Enjoy!
Very cool seeing this from the outside of the Polaris. That was a fun time!
Finally someone using brain and tactics instead of yelling "capital op".
This is exactly what John Crewe was talking about yesterday in IAE Episode 2.
Only noobs think the capitals are OP lol, you can kill a Polaris in 3 or 4 minutes if you know what you are doing
Nice!!! Exactly the way fighting a cap ship should be like. It's got vulnerabilities you can exploit but outright destroying the ship is extremely difficult.
I feel like the turrets are too vulnerable though. Feels like you can disable all turrets then take your sweet time destroying the ‘shield emitters’ (TBC) without any concerns from incoming fire. That ultimately means once you destroy all turrets it’s game over. That would be a rather boring puzzle to solve if we are taking Rich Tyrers version from IAE episode 2 don’t you think? 🤔
@@PsyEm-p1j disagreed with turret thing it need to have some weaknesses too. and you still have your missiles and torpedos etc.
@ according to Rich Tyrer the shield emitters should be the first weakness to exploit not the turrets. If you can destroy the turrets through the shields without even bothering with shield emitters it ‘breaks’ the puzzle for dismantling a cap ship surely? Oh well let’s see what CIG come up with 👍
The Polaris is super weak, you can disable one in less than 3 minutes with 4 fighters if you know what you are doing and what weapons to use
@ interesting I didn’t realise it was that weak 👍
Interesting and good to see.
I think there is a problem here with the capital ship ‘puzzle’ described in IAE episode 2. If ballistics can penetrate shield then taking it all turrets to it is defenceless and then going for the shield emitters is a legit strategy but at the same time, it feels broken. Turrets need to be a LOT tougher as they are failing way too quickly for my liking. How did it feel to your guys?
There is no ‘ramming’ going on here btw and there is only one reason small fighter ships are getting destroyed in this way and that’s because they flew too close and paid the price. If you can’t get out of the way of a Polaris in a small fighter you might want to rethink your chosen space career 😅.
Those PDC’s are no joke though! Nice job everyone. Great showcase and those bullet impact special effects are best I’ve seen.
capitals should have fighter screens, otherwise why shouldn't everyone just be in a capital ship. in the last patch they actually nerfed polaris turret hps by quite a bit.
@ yeah that’s a fair point to consider but not everyone can afford a capital ship last I checked. Yeah everyone has one now they are free to fly but this doesn’t address my point about the capital ship ‘puzzle’ being too easy. Rich Tyrer said shield emitters would have to be taken down first as part of that puzzle but with ballistics, we can just whittle them down as easily as the turrets were in this demo. It’s the ‘puzzle’ bit that I am feeling won’t be as fun as he makes it sound.
Thanks for more testing videos, good information people want to know! I can't help but feel like the turrets on the polaris are not good enough currently, the fighters seemed to get killed very rarely when they werent crashing into them.
Great content as usual bro, thx. Quick question off topic. Do you think the reclaimer will get PDC’s?
Thanks, and I hope so, I hope all Cap ships will get PDC, including Hull-C and even Carrack, but I am not certain at this point.
Do you hear it? Seems like the Doppler effect is already in the game.
5:24 I'd say if Polaris were rolling more actively it would make fighter's chosen tactic much more complicated.
Would have been great to see each team switch roles
Neither side should be taking repair wrenches if you want this to simulate the PU.
Is it just me or is the chin gun far, far too vulnerable? It shouldn't get destroyed that easily.
Actually, it should take anything
4.0 introduces armor
yeah why need any skill to defend. just make everything invincible. dude it has sh1t ton of turrets and what ever those defensive guns are. it need some weaknesses too.
Yup, the S6 bespoke guns have only 500 HP each. Far too little, and they get destroyed really quickly under real conditions.
@@NirvZA Also they seem to be the root cause why repairs of a Polaris are so incredibly expensive. Hmmm.
Perhaps it's known to the Issue Council already.
@@protoni6996 Sure.
But here I advocate for realism above gamification. No S1 to S3 should be able to damage ANY capital ship or turrets of said capital ship - or does a 20mm cannon do any damage to a MBT like the M1 Abrams?
I don't mind if S1 to S3 can take down PDC turrets. Perhaps even the rear lower turret may take some damage. Anything else? Bring a bigger gun, bring down shields first or use torpedoes.
So if any random light fighter can take out turrets on a Polaris, why should anyone bring an Ares Inferno? Making capital ships almost impervious to smaller weapons projectiles / energy bolts means those heavy fighters like the Ares have a purpose.
do ballistics still ignore shields?
No and never was. Up to 30% of ballistic DPS is absorbed by shields depending how much power shields have. After that 54% of rest DPS resisted by hull armour. I.e. if you have ballistic Hornet with 4500 burst DPS then only 1500DPS applies directly to hull HP.
Turrents...
are the polaris empty ??
Fully manned
i proposed this :D :D
Why does it seem like the Polaris in videos never shoots back? Not just shoot and miss maneuverable fighters.. just not shooting hardly at all. And do shields not do anything vs missiles now? Seems the meta has entirely changed to make fighters unrealistically OP..... I think if you are going to nerf the capitals to make it so unrealistically easy to damage the Polaris then the PDC should be able to engage fighters as they would easily do. The fighters are not going as fast as missiles, so they'd be chewed up at close range. That's what would happen "in reality" if space combat were a thing. Then again, fighter pilots wouldn't be taking down capital ships easily (and much crying would happen) It should be balanced for lore and gameplay purposes... the battle should be balanced between ship crew and attacker... 6 of each should be balanced and in fact the bigger ship should have the benefit of the doubt because it takes a lot more resources to spawn and use it. It should be slightly against smaller ships attacking capitals to make up for the less investment on the attacker side (especially since they aren't built to attack capitals, so anything size 3 and under should do zero damage)...or maybe as a balance they do a certain % less damage vs armor size? Something... because fighters aren't supposed to be able to do much against capital ships... that's why torpedo ships exist....
missiles need to be subtargeted too
But you can. or did you mean unfired missiles?
If you're playing camera, don't spin/roll so much.. It's really hard to watch.
Lol GF
Why wasn't the Polaris pilot constantly rolling? That would render your turret subtargetting quite hard. You call that "good work"? It couldn't have been easier for them. Facepalm
Why does the pilot need to constantly rolling and make those turrets gunners more difficult to aim? Facepalm. This is an actual combat scenarios, the pilot is doing his job.
@@cpt_foxyloxy If his job was to make it as easy for the fighters as possible to subtarget and strip all his turrets, then yes, he was doing his job, and great job.
@@AngelicStreak fighters can easily keep up with the rolling, and then my gunners would have a difficult time getting a shot on anything, it's hard enough as it is with the angle some of the guns
@@AngelicStreakthe captains job is to provide a stable gunning platform for the gunners, constantly rolling would make gunning near impossible for them and reality is rolling wouldn’t do anything cause a decoupled fighter can just follow the roll.
@@cpt_foxyloxy>Why does the pilot need to constantly rolling and make those turrets gunners more difficult to aim?
Because alive inaccurate turret is better than dead precise turret. Besides - aiming from a rolling turret is much easies than aiming a rolling turret from a rolling fighter.
Because turret gunner doesn't care about maneuvering, he moves only his gimbal. While fighter needs to orbit, keep position, distance, avoid fire and aim turret all at the same time.
I'd personally also would add constant pitch movement, to make orbiting for fighters even more impossible.
Light fighters in SC are so lame
Why would anyone ever want to crew a turret on a cap ship when it is so absolutely lame?
After years of this garbage, this game deserves to fail
Basically there is no better combat strategy in this game than putting everyone in a light fighter
Every other strategy involves wasting people
It should take 3-5 times as many people off a cap ship as on one to combat one
go back to refunds
sound like someone coping his bad decision 😂 you know you don't have to play it. *deserves to fail bc light fighters are lame* 😂 are you twelve 🥸
5x the amount of people to take out a capital ship? LOL
skill issue, get good